Losing initiative with 2-handed weapons

For discussion of all things Labyrinth Lord.

Losing initiative with 2-handed weapons

Postby aspiringlich » Tue Mar 11, 2014 11:28 am

I wasn't aware until recently of a B/X rule that states that characters wielding two-handed weapons always lose the initiative, regardless of their roll. It's stated on B27: "Whenever a two-handed weapon is used (including pole arms), the attacker ... will always lose the initiative, whatever the roll." I don't find an equivalent rule anywhere in Labyrinth Lord. Does anyone else incorporate such a rule in their game?
User avatar
aspiringlich
 
Posts: 198
Joined: Fri Jul 01, 2011 6:47 pm

Re: Losing initiative with 2-handed weapons

Postby gentleman john » Tue Mar 11, 2014 8:00 pm

I've never felt the need to incorporate such a rule. I've always assumed that if a character is using a two-handed weapon then they have enough skill in using it to avoid any initiative penalty. If you really want to get into initiative modifiers for using a two-handed weapon, then you can argue that a spear at a distance (for example) will win initiative automatically, but in close combat will lose automatically.
User avatar
gentleman john
 
Posts: 316
Joined: Wed Dec 15, 2010 9:56 pm
Location: Zulu Time

Re: Losing initiative with 2-handed weapons

Postby bighara » Thu Mar 13, 2014 12:43 pm

I am testing out a house rule giving large 2H weapons like polearms a -1 to initiative, but you damage twice and use the greater number. This is similar to WFRP's "Impact" rule.
User avatar
bighara
 
Posts: 445
Joined: Wed Dec 15, 2010 6:06 pm

Re: Losing initiative with 2-handed weapons

Postby Scott Anderson » Fri Mar 14, 2014 12:46 am

We play team initiative, so it never came up.
Scott Anderson
 
Posts: 18
Joined: Wed Mar 12, 2014 4:08 am

Re: Losing initiative with 2-handed weapons

Postby Blood axe » Fri Mar 14, 2014 1:16 am

I would think the greater reach of most two handed weapons would cancel some of that out.
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
User avatar
Blood axe
 
Posts: 2243
Joined: Fri Dec 17, 2010 5:19 am
Location: Famine in Far-go

Re: Losing initiative with 2-handed weapons

Postby Scott Anderson » Fri Mar 14, 2014 6:13 am

In mazes and minotaurs, reach weapons grant initiative bonuses- as in, you can hit people from farther away, so you can start your attack later, or something. (M&M is more fanciful than logical, but it does have internal consistency.)
Scott Anderson
 
Posts: 18
Joined: Wed Mar 12, 2014 4:08 am


Return to Labyrinth Lord

Who is online

Users browsing this forum: Yahoo [Bot] and 1 guest